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//! Various probability distributions for sampling light sources.
// std
use std::rc::Rc;
use std::sync::Arc;
// others
use atom::AtomSetOnce;
use atomic::{Atomic, Ordering};
use strum::IntoEnumIterator;
// pbrt
use crate::core::geometry::{Bounds3f, Normal3f, Point2f, Point3f, Point3i, Vector3f, XYZEnum};
use crate::core::integrator::compute_light_power_distribution;
use crate::core::interaction::InteractionCommon;
use crate::core::light::VisibilityTester;
use crate::core::lowdiscrepancy::radical_inverse;
use crate::core::pbrt::clamp_t;
use crate::core::pbrt::{Float, Spectrum};
use crate::core::sampling::Distribution1D;
use crate::core::scene::Scene;
// see lightdistrib.h
/// LightDistribution defines a general interface for classes that
/// provide probability distributions for sampling light sources at a
/// given point in space.
pub enum LightDistribution {
Uniform(UniformLightDistribution),
Power(PowerLightDistribution),
Spatial(SpatialLightDistribution),
}
impl LightDistribution {
pub fn lookup(&self, p: &Point3f) -> Arc<Distribution1D> {
match self {
LightDistribution::Uniform(distribution) => distribution.lookup(p),
LightDistribution::Power(distribution) => distribution.lookup(p),
LightDistribution::Spatial(distribution) => distribution.lookup(p),
}
}
}
#[derive(Debug)]
struct HashEntry {
packed_pos: Atomic<u64>,
distribution: AtomSetOnce<Arc<Distribution1D>>,
}
/// The simplest possible implementation of LightDistribution: this
/// returns a uniform distribution over all light sources, ignoring
/// the provided point. This approach works well for very simple
/// scenes, but is quite ineffective for scenes with more than a
/// handful of light sources. (This was the sampling method originally
/// used for the PathIntegrator and the VolPathIntegrator in the
/// printed book, though without the UniformLightDistribution class.)
pub struct UniformLightDistribution {
pub distrib: Arc<Distribution1D>,
}
impl UniformLightDistribution {
pub fn new(scene: &Scene) -> Self {
let prob: Vec<Float> = vec![1.0 as Float; scene.lights.len()];
UniformLightDistribution {
distrib: Arc::new(Distribution1D::new(prob)),
}
}
// LightDistribution
/// Given a point |p| in space, this method returns a (hopefully
/// effective) sampling distribution for light sources at that
/// point.
pub fn lookup(&self, _p: &Point3f) -> Arc<Distribution1D> {
self.distrib.clone()
}
}
/// PowerLightDistribution returns a distribution with sampling
/// probability proportional to the total emitted power for each
/// light. (It also ignores the provided point |p|.) This approach
/// works well for scenes where there the most powerful lights are
/// also the most important contributors to lighting in the scene, but
/// doesn't do well if there are many lights and if different lights
/// are relatively important in some areas of the scene and
/// unimportant in others. (This was the default sampling method used
/// for the BDPT integrator and MLT integrator in the printed book,
/// though also without the PowerLightDistribution class.)
pub struct PowerLightDistribution {
pub distrib: Option<Arc<Distribution1D>>,
}
impl PowerLightDistribution {
pub fn new(scene: &Scene) -> Self {
PowerLightDistribution {
distrib: compute_light_power_distribution(scene),
}
}
// LightDistribution
/// Given a point |p| in space, this method returns a (hopefully
/// effective) sampling distribution for light sources at that
/// point.
pub fn lookup(&self, _p: &Point3f) -> Arc<Distribution1D> {
if let Some(distrib) = &self.distrib {
distrib.clone()
} else {
// WARNING: this should only happen if scene.lights.is_empty()
let prob: Vec<Float> = Vec::new();
Arc::new(Distribution1D::new(prob))
}
}
}
/// A spatially-varying light distribution that adjusts the
/// probability of sampling a light source based on an estimate of its
/// contribution to a region of space. A fixed voxel grid is imposed
/// over the scene bounds and a sampling distribution is computed as
/// needed for each voxel.
pub struct SpatialLightDistribution {
pub scene: Scene,
pub n_voxels: [i32; 3],
hash_table: Box<[HashEntry]>,
pub hash_table_size: usize,
}
impl SpatialLightDistribution {
pub fn new(scene: &Scene, max_voxels: u32) -> Self {
// compute the number of voxels so that the widest scene
// bounding box dimension has maxVoxels voxels and the other
// dimensions have a number of voxels so that voxels are
// roughly cube shaped.
let b: Bounds3f = *scene.world_bound();
let diag: Vector3f = b.diagonal();
let bmax_i: XYZEnum = match b.maximum_extent() {
0 => XYZEnum::X,
1 => XYZEnum::Y,
_ => XYZEnum::Z,
};
let bmax: Float = diag[bmax_i];
let mut n_voxels: [i32; 3] = [0_i32; 3];
for i in XYZEnum::iter() {
n_voxels[i as usize] =
std::cmp::max(1_i32, (diag[i] / bmax * max_voxels as Float).round() as i32);
// in the Lookup() method, we require that 20 or fewer
// bits be sufficient to represent each coordinate
// value. It's fairly hard to imagine that this would ever
// be a problem.
assert!(n_voxels[i as usize] < (1 << 20));
}
let hash_table_size: usize = (4_i32 * n_voxels[0] * n_voxels[1] * n_voxels[2]) as usize;
let mut hash_table: Vec<HashEntry> = Vec::with_capacity(hash_table_size);
// let null: *mut Distribution1D = std::ptr::null_mut();
for _i in 0..hash_table_size {
let hash_entry: HashEntry = HashEntry {
packed_pos: Atomic::new(INVALID_PACKED_POS),
distribution: AtomSetOnce::empty(),
};
hash_table.push(hash_entry);
}
SpatialLightDistribution {
scene: scene.clone(),
n_voxels,
hash_table: hash_table.into_boxed_slice(),
hash_table_size,
}
}
/// Compute the sampling distribution for the voxel with integer
/// coordiantes given by "pi".
pub fn compute_distribution(&self, pi: &Point3i) -> Distribution1D {
// Compute the world-space bounding box of the voxel
// corresponding to |pi|.
let p0: Point3f = Point3f {
x: pi[XYZEnum::X] as Float / self.n_voxels[0] as Float,
y: pi[XYZEnum::Y] as Float / self.n_voxels[1] as Float,
z: pi[XYZEnum::Z] as Float / self.n_voxels[2] as Float,
};
let p1: Point3f = Point3f {
x: (pi[XYZEnum::X] + 1) as Float / self.n_voxels[0] as Float,
y: (pi[XYZEnum::Y] + 1) as Float / self.n_voxels[1] as Float,
z: (pi[XYZEnum::Z] + 1) as Float / self.n_voxels[2] as Float,
};
let voxel_bounds: Bounds3f = Bounds3f {
p_min: self.scene.world_bound().lerp(&p0),
p_max: self.scene.world_bound().lerp(&p1),
};
// Compute the sampling distribution. Sample a number of
// points inside voxelBounds using a 3D Halton sequence; at
// each one, sample each light source and compute a weight
// based on Li/pdf for the light's sample (ignoring visibility
// between the point in the voxel and the point on the light
// source) as an approximation to how much the light is likely
// to contribute to illumination in the voxel.
let n_samples: usize = 128;
let mut light_contrib: Vec<Float> = vec![0.0 as Float; self.scene.lights.len()];
for i in 0..n_samples {
let po: Point3f = voxel_bounds.lerp(&Point3f {
x: radical_inverse(0, i as u64),
y: radical_inverse(1, i as u64),
z: radical_inverse(2, i as u64),
});
let time: Float = 0.0;
let intr: Rc<InteractionCommon> = Rc::new(InteractionCommon {
p: po,
time,
p_error: Vector3f::default(),
wo: Vector3f {
x: 1.0,
y: 0.0,
z: 0.0,
},
n: Normal3f::default(),
medium_interface: None,
});
// Use the next two Halton dimensions to sample a point on the
// light source.
let u: Point2f = Point2f {
x: radical_inverse(3, i as u64),
y: radical_inverse(4, i as u64),
};
for (j, item) in light_contrib
.iter_mut()
.enumerate()
.take(self.scene.lights.len())
{
let mut light_intr: InteractionCommon = InteractionCommon::default();
let mut pdf: Float = 0.0 as Float;
let mut wi: Vector3f = Vector3f::default();
let mut vis: VisibilityTester = VisibilityTester::default();
let li: Spectrum = self.scene.lights[j].sample_li(
&intr,
&mut light_intr,
u,
&mut wi,
&mut pdf,
&mut vis,
);
if pdf > 0.0 as Float {
// TODO: look at tracing shadow rays / computing
// beam transmittance. Probably shouldn't give
// those full weight but instead e.g. have an
// occluded shadow ray scale down the contribution
// by 10 or something.
*item += li.y() / pdf;
}
}
}
// We don't want to leave any lights with a zero probability;
// it's possible that a light contributes to points in the
// voxel even though we didn't find such a point when sampling
// above. Therefore, compute a minimum (small) weight and
// ensure that all lights are given at least the corresponding
// probability.
let sum_contrib: Float = light_contrib.iter().sum();
let avg_contrib: Float = sum_contrib / (n_samples * light_contrib.len()) as Float;
let min_contrib = if avg_contrib > 0.0 as Float {
0.001 * avg_contrib
} else {
1.0 as Float
};
for item in &mut light_contrib {
// println!("Voxel pi = {:?}, light {:?} contrib = {:?}",
// pi, i, light_contrib[i]);
*item = item.max(min_contrib);
}
// println!("Initialized light distribution in voxel pi= {:?}, avg_contrib = {:?}",
// pi, avg_contrib);
// Compute a sampling distribution from the accumulated contributions.
Distribution1D::new(light_contrib)
}
// LightDistribution
/// Given a point |p| in space, this method returns a (hopefully
/// effective) sampling distribution for light sources at that
/// point.
pub fn lookup(&self, p: &Point3f) -> Arc<Distribution1D> {
// TODO: ProfilePhase _(Prof::LightDistribLookup);
// TODO: ++nLookups;
// first, compute integer voxel coordinates for the given
// point |p| with respect to the overall voxel grid.
let offset: Vector3f = self.scene.world_bound().offset(p); // offset in [0,1].
let mut pi: Point3i = Point3i::default();
for i in XYZEnum::iter() {
// the clamp should almost never be necessary, but is
// there to be robust to computed intersection points
// being slightly outside the scene bounds due to
// floating-point roundoff error.
pi[i] = clamp_t(
(offset[i] * self.n_voxels[i as usize] as Float) as i32,
0_i32,
self.n_voxels[i as usize] - 1_i32,
);
}
// pack the 3D integer voxel coordinates into a single 64-bit value.
let packed_pos: u64 = ((pi[XYZEnum::X] as u64) << 40)
| ((pi[XYZEnum::Y] as u64) << 20)
| (pi[XYZEnum::Z] as u64);
assert_ne!(packed_pos, INVALID_PACKED_POS);
// Compute a hash value from the packed voxel coordinates. We
// could just take packed_Pos mod the hash table size, but
// since packed_Pos isn't necessarily well distributed on its
// own, it's worthwhile to do a little work to make sure that
// its bits values are individually fairly random. For details
// of and motivation for the following, see:
// http://zimbry.blogspot.ch/2011/09/better-bit-mixing-improving-on.html
let mut hash: u64 = packed_pos;
hash ^= hash >> 31;
hash = hash.wrapping_mul(0x7fb5_d329_728e_a185);
hash ^= hash >> 27;
hash = hash.wrapping_mul(0x81da_def4_bc2d_d44d);
hash ^= hash >> 33;
hash %= self.hash_table_size as u64;
// Now, see if the hash table already has an entry for the
// voxel. We'll use quadratic probing when the hash table
// entry is already used for another value; step stores the
// square root of the probe step.
let mut step: u64 = 1;
// TODO: int nProbes = 0;
loop {
// TODO: ++nProbes;
let entry: &HashEntry = &self.hash_table[hash as usize];
// does the hash table entry at offset |hash| match the current point?
let entry_packed_pos: u64 = entry.packed_pos.load(Ordering::Acquire);
if entry_packed_pos == packed_pos {
// Yes! Most of the time, there should already by a light
// sampling distribution available.
let option: Option<Arc<Distribution1D>> = entry.distribution.dup(Ordering::Acquire);
if option.is_none() {
// Rarely, another thread will have already done a
// lookup at this point, found that there isn't a
// sampling distribution, and will already be
// computing the distribution for the point. In
// this case, we spin until the sampling
// distribution is ready. We assume that this is a
// rare case, so don't do anything more
// sophisticated than spinning.
loop {
let option2: &Option<Arc<Distribution1D>> =
&entry.distribution.dup(Ordering::Acquire);
if option2.is_some() {
if let Some(ref dist) = *option2 {
// We have a valid sampling distribution.
return dist.clone();
}
}
}
} else {
// We have a valid sampling distribution.
return option.as_ref().unwrap().clone();
}
} else if entry_packed_pos != INVALID_PACKED_POS {
// The hash table entry we're checking has already
// been allocated for another voxel. Advance to the
// next entry with quadratic probing.
hash += step * step;
if hash >= self.hash_table_size as u64 {
hash %= self.hash_table_size as u64;
}
step += 1_u64;
} else {
// We have found an invalid entry. (Though this may
// have changed since the load into entryPackedPos
// above.) Use an atomic compare/exchange to try to
// claim this entry for the current position.
let invalid: u64 = INVALID_PACKED_POS;
let success = entry
.packed_pos
.compare_exchange_weak(invalid, packed_pos, Ordering::SeqCst, Ordering::Relaxed)
.is_ok();
if success {
// Success; we've claimed this position for this
// voxel's distribution. Now compute the sampling
// distribution and add it to the hash table.
let dist: Distribution1D = self.compute_distribution(&pi);
let arc_dist: Arc<Distribution1D> = Arc::new(dist);
entry
.distribution
.set_if_none(arc_dist.clone(), Ordering::Release);
return arc_dist;
}
}
}
}
}
// see lightdistrib.cpp
const INVALID_PACKED_POS: u64 = 0xffff_ffff_ffff_ffff;
/// Decides based on the name and the number of scene lights which
/// light distribution to return.
pub fn create_light_sample_distribution(
name: String,
scene: &Scene,
) -> Option<Arc<LightDistribution>> {
if name == "uniform" || scene.lights.len() == 1 {
Some(Arc::new(LightDistribution::Uniform(
UniformLightDistribution::new(scene),
)))
} else if name == "power" {
Some(Arc::new(LightDistribution::Power(
PowerLightDistribution::new(scene),
)))
} else if name == "spatial" {
Some(Arc::new(LightDistribution::Spatial(
SpatialLightDistribution::new(scene, 64),
)))
} else {
println!(
"Light sample distribution type \"{:?}\" unknown. Using \"spatial\".",
name
);
Some(Arc::new(LightDistribution::Spatial(
SpatialLightDistribution::new(scene, 64),
)))
}
}